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		<title>three.js webgl - materials - normal map [Lee Perry-Smith]</title>
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	<body>
		<div id="info">
			<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl normalmap demo.<br/>
			<a href="https://casual-effects.com/data/" target="_blank" rel="noopener">Lee Perry-Smith</a> head.
		</div>

		<script type="importmap">
			{
				"imports": {
					"three": "../build/three.module.js",
					"three/addons/": "./jsm/"
				}
			}
		</script>

		<script type="module">

			import * as THREE from 'three';

			import { GUI } from 'three/addons/libs/lil-gui.module.min.js';

			import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
			import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
			import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
			import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
			import { ShaderPass } from 'three/addons/postprocessing/ShaderPass.js';
			import { BleachBypassShader } from 'three/addons/shaders/BleachBypassShader.js';
			import { ColorCorrectionShader } from 'three/addons/shaders/ColorCorrectionShader.js';
			import { FXAAPass } from 'three/addons/postprocessing/FXAAPass.js';
			import { OutputPass } from 'three/addons/postprocessing/OutputPass.js';

			let container, loader;

			let camera, scene, renderer, controls;

			let mesh;

			let directionalLight, pointLight, ambientLight;

			let composer;

			const params = {
				enableNormalMap: true,
				normalScale: 1
			};

			init();

			function init() {

				container = document.createElement( 'div' );
				document.body.appendChild( container );

				camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 0.1, 100 );
				camera.position.z = 12;

				scene = new THREE.Scene();
				scene.background = new THREE.Color( 0x494949 );

				// LIGHTS

				ambientLight = new THREE.AmbientLight( 0xffffff );
				scene.add( ambientLight );

				pointLight = new THREE.PointLight( 0xffffff, 30 );
				pointLight.position.set( 0, 0, 6 );

				scene.add( pointLight );

				directionalLight = new THREE.DirectionalLight( 0xffffff, 3 );
				directionalLight.position.set( 1, - 0.5, - 1 );
				scene.add( directionalLight );

				const textureLoader = new THREE.TextureLoader();

				const diffuseMap = textureLoader.load( 'models/gltf/LeePerrySmith/Map-COL.jpg' );
				diffuseMap.colorSpace = THREE.SRGBColorSpace;

				const specularMap = textureLoader.load( 'models/gltf/LeePerrySmith/Map-SPEC.jpg' );
				specularMap.colorSpace = THREE.SRGBColorSpace;

				const normalMap = textureLoader.load( 'models/gltf/LeePerrySmith/Infinite-Level_02_Tangent_SmoothUV.jpg' );

				const material = new THREE.MeshPhongMaterial( {
					color: 0xefefef,
					specular: 0x222222,
					shininess: 35,
					map: diffuseMap,
					specularMap: specularMap,
					normalMap: normalMap,
					normalScale: new THREE.Vector2( params.normalScale, params.normalScale )
				} );

				loader = new GLTFLoader();
				loader.load( 'models/gltf/LeePerrySmith/LeePerrySmith.glb', function ( gltf ) {

					const geometry = gltf.scene.children[ 0 ].geometry;

					mesh = new THREE.Mesh( geometry, material );

					mesh.position.y = - 0.5;

					scene.add( mesh );


				} );

				renderer = new THREE.WebGLRenderer();
				renderer.setSize( window.innerWidth, window.innerHeight );
				renderer.setAnimationLoop( animate );
				container.appendChild( renderer.domElement );

				// COMPOSER

				renderer.autoClear = false;

				const renderModel = new RenderPass( scene, camera );

				const effectBleach = new ShaderPass( BleachBypassShader );
				const effectColor = new ShaderPass( ColorCorrectionShader );
				const outputPass = new OutputPass();
				const effectFXAA = new FXAAPass();

				effectBleach.uniforms[ 'opacity' ].value = 0.2;

				effectColor.uniforms[ 'powRGB' ].value.set( 1.4, 1.45, 1.45 );
				effectColor.uniforms[ 'mulRGB' ].value.set( 1.1, 1.1, 1.1 );

				const renderTarget = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { type: THREE.HalfFloatType, depthTexture: new THREE.DepthTexture() } );

				composer = new EffectComposer( renderer, renderTarget );

				composer.addPass( renderModel );
				composer.addPass( effectBleach );
				composer.addPass( effectColor );
				composer.addPass( outputPass );
				composer.addPass( effectFXAA );

				// EVENTS

				window.addEventListener( 'resize', onWindowResize );

				// GUI

				const gui = new GUI();

				gui.add( params, 'enableNormalMap' ).name( 'enable normal map' ).onChange( ( value ) => {

					material.normalMap = ( value === true ) ? normalMap : null;
					material.needsUpdate = true;

				} );
				gui.add( params, 'normalScale', 0, 2 ).name( 'normal scale' ).onChange( ( value )=> material.normalScale.setScalar( value ) );
				gui.open();

				// CONTROLS

				controls = new OrbitControls( camera, renderer.domElement );
				controls.minDistance = 8;
				controls.maxDistance = 50;
				controls.enablePan = false;
				controls.enableDamping = true;

			}

			//

			function onWindowResize() {

				const width = window.innerWidth;
				const height = window.innerHeight;

				camera.aspect = width / height;
				camera.updateProjectionMatrix();

				renderer.setSize( width, height );
				composer.setSize( width, height );

			}

			//

			function animate() {

				controls.update();

				composer.render();

			}

		</script>

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